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Nice work on this latest patch!
There seems to be a bug involving the env_projectedtexture entity, though. It's prominent during the EP2 gman scene as can be seen here: Imgur.com
Basically, the projected texture doesn't seem to turn on, even if you try to force it in the console (ent_fire proj_texture_gman turnon).
If you reload the same map (by quicksave and then quickload, for example) it has a chance of suddenly working, but will break once another env_projectedtexture tries to turn on.
Any chance that this might be fixed? I've been having a hell of a time trying to improvise a "hack-fix" by creating new, identical entities using .cfg files and your "mapadd" feature, lol. Just doesn't work consistently enough, unfortunately.
Just throwing this out there, but you might want to consider incorporating some of the fixes in this guy's collection of HL2 patches (the one's you haven't already):
The source code is provided somewhere in the linked discussion thread.
Here's an issue:
G-man's slightly transparent close-ups during the sequence in Episode 2 are TOO transparent. At times his face is completely invisible.
My mistake, the actual problem was that it appeared to me that the Gravity Gun was floating out of Breen's grip and I misattributed that to the gun being upside down.
However, after playing through the scene again, I might have been mistaken altogether since the gun isn't floating out of his grip either!
The Citadel scene in Breen's Office has some eye-tracking glitch. In most cases the characters look just slightly below Gordon instead of directly at him. Makes it look like they're enthralled with his chest while speaking to him.
Dr. Breen picks up the Super Charged Gravity Gun (which is orange now as i'm sure you've been told) incorrectly. It's oriented nearly upside down as he attempts to use it against Gordon.
EDIT: Disregard the last point, replies below pointed out that it's not a glitch.
I'm having an issue where DOG freezes in place after throwing a van at the Citadel Walls (at the horse statue).
It's not permanent, as he moves up eventually to lift the walls out of the way, but it messes up the flow of the scene. Not sure if anything can be done about it.
Kamizzzu already mentioned this, but I feel like I should as well so it doesn't seem like an isolated incident. The Striders take too many rockets before they go down. According to the "skill.cfg", it should only take 7 rockets on medium difficulty, and it took me upwards of 12 (though it's hard to say since NPCs were attacking them with rockets as well).
Great mod though! I'm very glad you fixed the dropship gun aiming! The Lighthouse holdout has returned to its former glory!
Since I'm making this comment, I might as well add...
I don't know if you're planning on implementing the Tau Cannon in the future, but if you are, I have a few suggestions/requests:
1) Introduce it after you park the jeep at Lighthouse Point. Not sure if it is possible, but ideally Gordon should rip the Tau Cannon off the jeep once he gets out of it in the garage. This would be a great introduction since the Player would have had an entire coastal journey to desire using the Tau Cannon outside of the Jeep. Also, it would sync up with the original Half-Life since the track that plays during the dropship holdout is the same one that plays in Questionable Ethics when you obtain the Tau Cannon.
2) Make it resemble the Tau Cannon that is mounted to the Jeep. Ideally, it should look like Gordon ripped it off the jeep (hence the above).
3) Include it as a part of the "lore-friendly" version of MMod. Given the two points above, I don't see how its inclusion could NOT be considered "lore-friendly"!
Anyway, I just wanted to put this out there. I wholly appreciate what you've done with this mod already! I'm surprised at how much of an improvement to the Half-Life 2 experience it is!
Can anyone provide information as to what exactly this mod is going to be? I can't seem to find anything on this ModDB page.